QUOTE(cyberman2 @ 01/09/09, 06:21 PM) [snapback]298562[/snapback]
If I could only understand how Maya's API stores the Color information of a mesh (as shown in my image above) I could manage to do it ...
Its just an array. Anyway you just make a MPx node, make 2 mesh datas in, one mesh data out. grab that nodes input push it into mfnMesh and copy this to the output with changes. (the other input is for the original if you make it caching you dont need to store anything in a file)
Yes their site is:
http://www.madcrew.se/blog/
But appears they have taken the node down (as their blog gets a 1 year cutback). now searching for its source on my disk, not found. I have to ask for permission to ship it to you, or actually im asking them to ship it. You can ask the guys at madcrew blog directly to.
Anyway i can find the page on web history repository but not the source:
http://web.archive.org/web/20061215011642/...adcrew.se/blog/
QUOTE
Well, if it does that it's not working for me because I want it to calculate the tension between each vertex and it's neighbors vertex to calculate the real distortion that is happening.
No but see the thing is thats what you asked earlier:
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Scan each vertex at a given pose and calculate how much the vertex's distance changed -> give a value from black to white for each vertex. (Grey = neutral, White = stretched, Black = compress)
Had you asked for tension i would have made that if possible, And indeed you could do that with a expression on top of thsi shading calc but id rather not go there. (its not taht its slow its just that its something i would like to avoid teaching peopel as its actually hacking maya not USING it)